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Topics - Chibiabos

#21
I've been playing Rimworld for more than 10 alphas, and I -just- stumbled on a mindbogglingly simple trick/hack on how to automatically harvest wild plants without having to manually select the wild plants for 'harvest' (agave, berries, should work on Ambrosia too):  create a growing zone but disable sowing around the wild plants -- your farmers will NOT try to wipe out the plants since sowing is disabled, but WILL harvest harvestable plants automatically when they are ripe in the area.  Voila!
#22
Ideas / Caravanning-related traits
June 10, 2017, 08:53:22 PM
A suggestion of traits related to caravanning/travelling:

"Plunderer" - gets a mood buff when raiding and taking loot (but not from trading), mood debuff if the colony hasn't raided a settlement in awhile
"Paladin" - gets a mood buff from attacking a Raider outpost/settlement or accepting a call for help (such as someone fleeing raiders or a hostile tribe); gets a mood debuff if the colony refuses to answer a distress call and a gradually increasing mood debuff if there are raider settlements near the colony on the world map that the colony hasn't attacked
"Wanderlust" - doesn't like being tied down, gets a mood buff when forming a caravan or on the road that but gets a mood debuff if they haven't been on the road in awhile ... the mood buff may decrease if they keep visiting the same settlements but is at maximum if travelling to/visiting a settlement they have never visited before
"Trader" - gets a mood buff from trading with other settlements, gets a mood debuff if resources are wasted by, say, being left to rot instead of being traded
"Diplomat" - gets a mood buff if the colony improves relations with other factions and a larger buff if the colony manages to improve relations with a hostile faction enough that the faction is no longer hostile; gets a mood debuff if the colony worsens relations with other factions and a strong, long-lasting mood debuff if the colony worsens relations with a neutral/friendly faction sufficiently to make that faction an enemy
"Stay-at-home" - does not like to travel, will get an initial mood debuff anywhere but gets a basically permanent mood buff over time so long as they remain in the colony, gets a "Homesick" mood debuff if put in a caravan
#23
For some reason when trying to form a caravan, colonists I put in the caravan refuse to sleep in their own beds while forming the caravan or take part in any joy activities.  Every single time I'm having to contend with breaks.  I heard drugs sell well so I started manufacturing them but didn't allow colonists to take them except pot or beer, but during caravan formation multiple colonists went on drug binges. :/

How the heck do you deal with this?  Make the caravan formation insanely luxuriant with art or something?
#24
Ideas / Caravan Formation
June 09, 2017, 11:44:31 PM
Sorry if this has been suggested before ... I know the game is meant to be complex and challenging, but forming a caravan to trade, loading lots of trade supplies is proving frustrating thanks in no small part to the fact colonists put in the caravan will not sleep in their own beds while the caravan is forming, instead sleeping on the ground near the caravan formation spot, leading to significant debuff stacks for disturbed sleep, slept on ground and slept in heat/cold.  While the caravan is forming from a colony, couldn't/shouldn't the colonists continue to sleep in their own bedrooms until the caravan leaves?
#25
Save file attached.

What Happened:
A 'Mad Animal' event occurred on a turtle which started attacking a door, despite tutorial insisting this doesn't happen.

What I expected to happen:
Either 'manhunter' animals shouldn't attack doors (as per tutorial) or if this is intentionally changed (I wouldn't midn, particularly on harder difficulty levels), tutorial text on this should be changed to indicate the intentional exception.



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#26
This bug was previously reported on this forum thread: https://ludeon.com/forums/index.php?topic=21325.0
And a Mantis report was also made:  https://ludeon.com/forums/index.php?topic=21325.0

The thread was locked and the Mantis bug report closed ... I honestly haven't played in awhile, but did when I saw A16 is released, and can confirm the bug is still present in A16 (I don't know whether it was fixed in intervening patches but something in A16 has revived it.

I have attached a savefile; Roscoe the Husky is afflicted by the bug in this savefile.

[attachment deleted by admin due to age]
#27
I see a lot of "let's players" building chairs or stools for their pawns at workstations.  Do they have any actual effect at workstations, or just allow pawns to sit and have a meal at a table instead of the ground and/or socialize?
#28
Kinda frustrating that any colonist without a ranged weapon will quickly grab shields looted from fallen enemies, but such shields generally are badly damaged.  Unfortunately since they seem to be categorized as apparel, this generates a tattered apparel mood debuff ... and trying to micromanage colonists to avoid letting them pick up damaged shields to avoid this debuff is frustrating micromanagement when you have several colonists.
#29
A lot of people compared Rimworld to Prison Architect I guess for similar graphical styles.  I found Rimworld before PA, have held off because money's tight, but ... well ... its on a 75% off sale on Steam midweek madness sale right now for as low as $7.42

http://store.steampowered.com/app/233450/

*GRAB!*

You can even pick up several extra titles bundled in for ten bucks total at the "Prison Architect Introversioner."  Good deal!
#30


I have a 'body freezer' for my colony carnivore animals to feed on and its northern wall is right at the edge of the buildable area that also aligns with a large general purpose building I made (has my production stations, some overflow colonist beds until I get private bedrooms built for each, and I've started putting animal beds in there so when they wake up hungry, that body freezer is right there for them to feed on -- it benefits the colony to get rid of those bodies, and that the carnivores have no problems eating human corpses is all the better!).  There's a natural area between the wall and the actual edge of the map that had a roof auto-built when I built the wall.

I'm having bad problems with heat ... even before the heat wave hit, outdoor temps were up to 45C-50C, and with the heat wave they're breaching 80C.  I am worried about colonists wandering into the open area, and between the heat wave and the output of my body freezer coolers, that area is now at 100C so I decided to de-roof it.  I zoned it to be a "no roof" zone and manually ordered a builder to remove a tile of roof and this was done, but the temperature in that now unroofed area (100C) is not equalizing with the outdoor temperature (80C).

Shouldn't unroofed areas automatically equalize their temperature with the ambient outdoor temperature?

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#31
Ideas / New players confused about prisoner food
July 21, 2016, 10:44:55 AM
Several new players seem very confused by the fact their colonists won't eat or touch food in prison rooms.  Perhaps a little UI tweak might help, maybe put some kind of yellow symbol over food in prisoner rooms and mouseover text explaining why their colonists won't eat or touch it?
#32
Description of event says it makes temperature lower, but its triggering a pretty bad heat wave.  My colony, according to the map, should expect 23C summers, but its 46C with a Volcanic Winter.  12 coolers aren't enough to keep my 350-space freezer at my -10C setting at this temperature :/

I wonder if maybe a negative sign got flipped to a positive sign somewhere?

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#33
Bugs / [A14c] Friendly Fire incident while hunting
July 19, 2016, 01:38:42 AM
I've really enjoyed not having to worry about friendly fire while hunting as changed in A14, but ... well ... today it happened.  Jupiter with a pistol just friendly-fire hit Jen while trying to hunt the boar:



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#34
Ideas / Construction sub-prioritization
July 18, 2016, 10:04:59 PM
I seem to be noticing several changes in the way tasks are done which are nice, including manually ordering a colonist to complete something -- when I have a colonist selected and right-click on a construction project, they'll generally complete it now entirely even if Construction is relatively low-prioritity for them which is taking some getting used to versus previous versions, they'll maybe work on one step of it; for instance, construction plans overlaying trees -- manually ordering colonists to 'build' that construction blueprint will result in them persisting from chopping the tree to then bringing the construction material and on through building it.

I am having some minor frustrations with the new roof construction system -- I like the idea, but for some reason roof construction always seems to take lowest priority, and trying to manually order roof construction results in only that one section being built, then the pawn goes to whatever it considered important.  I would really ask/suggest roof construction be given higher default sub-priority over floors, as a roof protects electrical production equipment from rain.  I would further ask/suggest that if a colonist is manually ordered to build a roof section, that they continue building roof sections in that particular room until the room is completely roofed.

Thanks!
#35
Ideas / Sacrifice ...
July 16, 2016, 02:31:43 AM
No, not talking about an Aztec ball game type of sacrifice, but somewhat the reverse.

It happens we can't always save everyone, and some we manage to save just cling to life but will essentially vegetate, such as colonists whom incur a shattered spine.  Maybe there could be an alternative, if you're not teched enough to build a cryosleep casket, to pay (expensively) a tradeship to whisk them away to a hospital on a glitterworld.  It could provide a morale boost for the colony, that their 'leader' (you) would pay handsomely to send a fellow colonist to a better place rather than some cold, callous pragmatic option ... especially mood-boosted would be the lover (and even more strongly, spouse) of the paid-to-save, motivated to do all they can to make the colony succeed so they can someday book passage (maybe have the spouse/lover want/insist on either working on building a spaceship, or booking their own passage to rejoin their distant lover)
#36
Bugs / [A14] GetInspectionString exception error
July 16, 2016, 02:06:09 AM


This seems to occur as the result of using the < or > keys to cycle through pawns when one of your pawns is being carried by another (in this case rescued).  In the attached .ZIPped savefile, if you hit > three times, Wilkins will be selected and the GetInspectionString exception error displays as shown in the screenshot.

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#37


I previously reported this on an A13 bug reporting thread that got a response of "fixed" at this URL:  https://ludeon.com/forums/index.php?topic=20317.msg222382#msg222382

However, I'm playing an A14 game (fresh, new game started in A14) and this asymmetric targettability is still present.

Savefile attached; specifically note that my colonist Wilkins can target and shoot at raider pawn John, but John cannot target Wilkins back.  As was the case previously, range is not the issue -- John has a sniper rifle vs. Wilkins' LMG, so the pawn that can't shoot back actually has the greater-ranged weapon (and they're well within each others' weapon ranges anyway).

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#38
Ideas / Raider-built traps
July 16, 2016, 12:01:41 AM
I'm certainly no programmer, though my gist of an understanding tells me this'd probably require a lot of new code, but thought I'd proffer the idea anyway ...

As title says, my idea here is raiders building traps.  This would most likely come into play when raiders are setting up to siege the colony, to protect their builders while building and their whole party including siege operator after the mortars are built and they are actually firing.

The trick would be, I imagine, that the rendering agent for the map is set to display everything on the map that isn't in an as-yet-undiscovered locale (inside pre-existing walls or voids deep in mountains are hidden, of course), so traps set by raiders would be visible to the player which would kinda defeat the purpose.  The game would, I guess, need some kind of filtering overlay so traps not set by player will be invisible to the player.  This may prove more trouble than its worth, dunno, if it winds up gobbling too many resources on a player's PC, but I think could (if viable and not-too-taxing on player computer resources) make for even more fascinating gameplay ... could also be used to pre-set traps in pre-built buildings, a new flavor of of adventurer's peril.

If implemented, maybe rare traits or previous occupations for pawns could make them actually able to detect traps within a certain radius, and maybe even disarm them -- if they've worked as a Ranger or Scout maybe, or have a trait something along the lines of 'Sharp senses' that allow them to detect what most normal pawns can't (such as traps).  Raider pawns might get this trait and help them spot and sidestep player traps (so I think only advanced raiders should have this trait, when the player has earned the wrath of more powerful raids).

It could also possibly be a stepping stone for eventually (hope to heck this hasn't been absolutely ruled out) letting players send colonists off-map on missions to trade with other tribes/colonies and/or send raiding parties of their own to enemy camps/settlements -- those enemy camps/settlements (and friendly camps/settlements for trade missions) would have traps of their own of course that shouldn't be visible to the player.  This could be just one brick/stepping stone/piece of that, but its also potentially useful by its own right by making a new immersive and challenging gameplay mechanic.
#39
An unarmed prisoner went berserk, I sent in a couple colonists to melee them in addition to another prisoner the berserk prisoner was attacking.  The berserked prisoner was beaten to death, and one of my colonists I sent in to try to beat them into incapacitation and the prisoner they had hit incurred destroyed appendages due solely to the unarmed brawl.

WTF?  I seem to recall in A13 and previous, unarmed fights like this would just leave non-bleeding bruising injuries, no destroyed anything and beaten-to-death was rare :/  Did unarmed fights get turned up a notch in A14 for dangerousness?  Or did I just have a bad luck run here?
#40


For some reason, my colonists are preferring raw corn to cooked simple meals, both for eating themselves and delivering food to prisoners. :/

I have attached a .ZIP of the savefile.  I noticed my main warden delivering raw corn to prisoners, and thought I must be out of meals for some reason so went down to my freezer/kitchen to see what's up and ... wait, why are my pawns going to eat and deliver raw corn for food when I definitely have a stockpile of cooked simple meals?

This behavior was definitely NOT present in A13.

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